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[bos #41867][CEA] Handle properly 3D VL when certain edges are not meshed.
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@ -2091,7 +2091,14 @@ SMESH_ComputeErrorPtr _ViscousBuilder::Compute(SMESH_Mesh& theMesh,
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if ( ! shrink(_sdVec[iSD]) ) // shrink 2D mesh on FACEs w/o layer
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return _error;
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addBoundaryElements(_sdVec[iSD]); // create quadrangles on prism bare sides
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bool notMissingFaces = addBoundaryElements(_sdVec[iSD]); // create quadrangles on prism bare sides
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if ( !notMissingFaces )
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{
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SMESH_MeshEditor editor( &theMesh );
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TIDSortedElemSet elements;
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editor.MakeBoundaryMesh( elements, SMESH_MeshEditor::BND_2DFROM3D );
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}
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_sdVec[iSD]._done = true;
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@ -3455,7 +3462,7 @@ bool _ViscousBuilder::findShapesToSmooth( _SolidData& data )
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if ( oppV.IsSame( V ))
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oppV = SMESH_MesherHelper::IthVertex( 1, e );
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_EdgesOnShape* eovOpp = data.GetShapeEdges( oppV );
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if ( dirOfEdges[k].second * eovOpp->_edges[0]->_normal < 0 )
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if ( !eovOpp->_edges.empty() && dirOfEdges[k].second * eovOpp->_edges[0]->_normal < 0 )
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eov._eosC1.push_back( dirOfEdges[k].first );
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}
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dirOfEdges[k].first = 0;
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@ -12836,6 +12843,7 @@ bool _Mapper2D::ComputeNodePositions()
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bool _ViscousBuilder::addBoundaryElements(_SolidData& data)
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{
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bool addAllBoundaryElements = true;
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SMESH_MesherHelper helper( *_mesh );
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vector< const SMDS_MeshNode* > faceNodes;
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@ -12893,10 +12901,12 @@ bool _ViscousBuilder::addBoundaryElements(_SolidData& data)
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continue; // faces already created
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}
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for ( ++u2n; u2n != u2nodes.end(); ++u2n )
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if ( n2eMap[ u2n->second ] != nullptr )
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ledges.push_back( n2eMap[ u2n->second ]);
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else /*some boundary elements might be lost because the connectivity of the face is not entirely defined on this edge*/
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addAllBoundaryElements = false;
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// Find out orientation and type of face to create
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bool reverse = false, isOnFace;
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TopoDS_Shape F;
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@ -13016,5 +13026,5 @@ bool _ViscousBuilder::addBoundaryElements(_SolidData& data)
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} // loop on EDGE's
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} // loop on _SolidData's
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return true;
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return addAllBoundaryElements;
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}
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